//	---------------------------------------------------------------------------
//
//	@file		TwDirect3D11.cpp
//	@author		Philippe Decaudin
//	@license	This file is part of the AntTweakBar library.
//				For conditions of distribution and use, see License.txt
//
//	---------------------------------------------------------------------------

#if !defined ANT_TW_NO_D3D11

#include "TwPrecomp.h"
#include "TwDirect3D11.h"
#include "TwColors.h"

#include "d3d10vs2003.h" // Workaround to include D3D10.h and D3D11.h with VS2003
#define D3D11_IGNORE_SDK_LAYERS // d3d11sdklayers.h may not exist
#include <d3d11.h>

namespace AntTweakBar {

using namespace std;

const char *g_ErrCantLoadD3D11	 = "Cannot load Direct3D11 library dynamically";
const char *g_ErrCreateVS11		 = "Direct3D11 vertex shader creation failed";
const char *g_ErrCreatePS11		 = "Direct3D11 pixel shader creation failed";
const char *g_ErrCreateLayout11  = "Direct3D11 vertex layout creation failed";
const char *g_ErrCreateBuffer11  = "Direct3D11 vertex buffer creation failed";
const char *g_ErrCreateSampler11 = "Direct3D11 sampler state creation failed";

//	---------------------------------------------------------------------------
//	Shaders : In order to avoid linkage with D3DX11 or D3DCompile libraries,
//	vertex and pixel shaders are compiled offline in a pre-build step using
//	the fxc.exe compiler (from the DirectX SDK Aug'09 or later)

#include "TwDirect3D11_LineRectVS.h"
#include "TwDirect3D11_LineRectCstColorVS.h"
#include "TwDirect3D11_LineRectPS.h"
#include "TwDirect3D11_TextVS.h"
#include "TwDirect3D11_TextCstColorVS.h"
#include "TwDirect3D11_TextPS.h"

//	---------------------------------------------------------------------------

const RECT FullRect = {0, 0, 16000, 16000};
static bool RectIsFull(const RECT& r) { return r.left==FullRect.left && r.right==FullRect.right && r.top==FullRect.top && r.bottom==FullRect.bottom; }

//	---------------------------------------------------------------------------

static void BindFont(ID3D11Device *_Dev, const CTexFont *_Font, ID3D11Texture2D **_Tex, ID3D11ShaderResourceView **_TexRV)
{
	assert(_Font!=NULL);
	*_Tex = NULL;
	*_TexRV = NULL;

	int w = _Font->m_TexWidth;
	int h = _Font->m_TexHeight;
	color32 *font32 = new color32[w*h];
	color32 *p = font32;
	for( int i=0; i<w*h; ++i, ++p )
		*p = 0x00ffffff | (((color32)(_Font->m_TexBytes[i]))<<24);

	D3D11_TEXTURE2D_DESC desc;
	desc.Width = w;
	desc.Height = h;
	desc.MipLevels = 1;
	desc.ArraySize = 1;
	desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
	desc.SampleDesc.Count = 1;
	desc.SampleDesc.Quality = 0;
	desc.Usage = D3D11_USAGE_IMMUTABLE;
	desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
	desc.CPUAccessFlags = 0;
	desc.MiscFlags = 0;
	D3D11_SUBRESOURCE_DATA data;
	data.pSysMem = font32;
	data.SysMemPitch = w*sizeof(color32);
	data.SysMemSlicePitch = 0;

	if( SUCCEEDED(_Dev->CreateTexture2D(&desc, &data, _Tex)) )
		_Dev->CreateShaderResourceView(*_Tex, NULL, _TexRV);

	delete[] font32;
}

//	---------------------------------------------------------------------------

static void UnbindFont(ID3D11Device *_Dev, ID3D11Texture2D *_Tex, ID3D11ShaderResourceView *_TexRV)
{
	(void)_Dev;

	if( _TexRV )
	{
		ULONG rc = _TexRV->Release();
		assert( rc==0 ); (void)rc;
	}
	if( _Tex )
	{
		ULONG rc = _Tex->Release();
		assert( rc==0 ); (void)rc;
	}
}

//	---------------------------------------------------------------------------

struct CState11
{
	ID3D11ComputeShader *	m_CSShader;
	ID3D11ClassInstance **	m_CSClassInstances;
	UINT					m_CSNumClassInstances;
	ID3D11DomainShader *	m_DSShader;
	ID3D11ClassInstance **	m_DSClassInstances;
	UINT					m_DSNumClassInstances;
	ID3D11GeometryShader *	m_GSShader;
	ID3D11ClassInstance **	m_GSClassInstances;
	UINT					m_GSNumClassInstances;
	ID3D11HullShader *		m_HSShader;
	ID3D11ClassInstance **	m_HSClassInstances;
	UINT					m_HSNumClassInstances;
	ID3D11PixelShader *		m_PSShader;
	ID3D11ClassInstance **	m_PSClassInstances;
	UINT					m_PSNumClassInstances;
	ID3D11Buffer *			m_PSConstantBuffer; // backup the first constant buffer only
	ID3D11SamplerState *	m_PSSampler; // backup the first sampler only
	ID3D11ShaderResourceView*m_PSShaderResourceView; // backup the first shader resource only
	ID3D11VertexShader *	m_VSShader;
	ID3D11ClassInstance **	m_VSClassInstances;
	UINT					m_VSNumClassInstances;
	ID3D11Buffer *			m_VSConstantBuffer; // backup the first constant buffer only

	ID3D11Buffer *			m_IAIndexBuffer;
	DXGI_FORMAT				m_IAIndexBufferFormat;
	UINT					m_IAIndexBufferOffset;
	ID3D11InputLayout *		m_IAInputLayout;
	D3D11_PRIMITIVE_TOPOLOGY m_IATopology;
	ID3D11Buffer *			m_IAVertexBuffer; // backup the first buffer only
	UINT					m_IAVertexBufferStride;
	UINT					m_IAVertexBufferOffset;

	ID3D11BlendState *		m_OMBlendState;
	FLOAT					m_OMBlendFactor[4];
	UINT					m_OMSampleMask;
	ID3D11DepthStencilState*m_OMDepthStencilState;
	UINT					m_OMStencilRef;

	UINT					m_RSScissorNumRects;
	D3D11_RECT				m_RSScissorRects[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
	ID3D11RasterizerState * m_RSRasterizerState;
	UINT					m_RSNumViewports;
	D3D11_VIEWPORT			m_RSViewports[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];

	void					Save();
	void					Restore();
	void					Release();
							CState11(ID3D11Device *_Dev, ID3D11DeviceContext *_ImmCtx);
							~CState11();
private:
	ID3D11Device *			m_D3DDev;
	ID3D11DeviceContext *	m_D3DDevImmContext;
};

CState11::CState11(ID3D11Device *_Dev, ID3D11DeviceContext *_ImmCtx)
{
	ZeroMemory(this, sizeof(CState11));
	m_D3DDev = _Dev;
	m_D3DDevImmContext = _ImmCtx;
}

CState11::~CState11()
{
	Release();
	m_D3DDev = NULL;
	m_D3DDevImmContext = NULL;
}

void CState11::Save()
{
	// Release previous state if needed
	Release();

	// Save shaders.
	// Not sure how xxGetShader works, D3D11 doc is evasive... Attempt:
	// First call GetShader with NULL ClassInstances to get the number of class instances.
	// Second, if not zero allocate an array of class instances and call GetShader again
	// with this array ptr to get the class instances and release the shader since its
	// ref count has been incremented a second time.

	m_CSShader = NULL;
	m_CSClassInstances = NULL;
	m_CSNumClassInstances = 0;
	m_D3DDevImmContext->CSGetShader(&m_CSShader, NULL, &m_CSNumClassInstances);
	if (m_CSNumClassInstances > 0)
	{
		m_CSClassInstances = new ID3D11ClassInstance*[m_CSNumClassInstances];
		for (UINT i = 0; i < m_CSNumClassInstances; i++)
			m_CSClassInstances[i] = NULL;
		m_D3DDevImmContext->CSGetShader(&m_CSShader, m_CSClassInstances, &m_CSNumClassInstances);
		if (m_CSShader != NULL)
			m_CSShader->Release();
	}

	m_DSShader = NULL;
	m_DSClassInstances = NULL;
	m_DSNumClassInstances = 0;
	m_D3DDevImmContext->DSGetShader(&m_DSShader, NULL, &m_DSNumClassInstances);
	if (m_DSNumClassInstances > 0)
	{
		m_DSClassInstances = new ID3D11ClassInstance*[m_DSNumClassInstances];
		for (UINT i = 0; i < m_DSNumClassInstances; i++)
			m_DSClassInstances[i] = NULL;
		m_D3DDevImmContext->DSGetShader(&m_DSShader, m_DSClassInstances, &m_DSNumClassInstances);
		if (m_DSShader != NULL)
			m_DSShader->Release();
	}

	m_GSShader = NULL;
	m_GSClassInstances = NULL;
	m_GSNumClassInstances = 0;
	m_D3DDevImmContext->GSGetShader(&m_GSShader, NULL, &m_GSNumClassInstances);
	if (m_GSNumClassInstances > 0)
	{
		m_GSClassInstances = new ID3D11ClassInstance*[m_GSNumClassInstances];
		for (UINT i = 0; i < m_GSNumClassInstances; i++)
			m_GSClassInstances[i] = NULL;
		m_D3DDevImmContext->GSGetShader(&m_GSShader, m_GSClassInstances, &m_GSNumClassInstances);
		if (m_GSShader != NULL)
			m_GSShader->Release();
	}

	m_HSShader = NULL;
	m_HSClassInstances = NULL;
	m_HSNumClassInstances = 0;
	m_D3DDevImmContext->HSGetShader(&m_HSShader, NULL, &m_HSNumClassInstances);
	if (m_HSNumClassInstances > 0)
	{
		m_HSClassInstances = new ID3D11ClassInstance*[m_HSNumClassInstances];
		for (UINT i = 0; i < m_HSNumClassInstances; i++)
			m_HSClassInstances[i] = NULL;
		m_D3DDevImmContext->HSGetShader(&m_HSShader, m_HSClassInstances, &m_HSNumClassInstances);
		if (m_HSShader != NULL)
			m_HSShader->Release();
	}

	m_PSShader = NULL;
	m_PSClassInstances = NULL;
	m_PSNumClassInstances = 0;
	m_D3DDevImmContext->PSGetShader(&m_PSShader, NULL, &m_PSNumClassInstances);
	if (m_PSNumClassInstances > 0)
	{
		m_PSClassInstances = new ID3D11ClassInstance*[m_PSNumClassInstances];
		for (UINT i = 0; i < m_PSNumClassInstances; i++)
			m_PSClassInstances[i] = NULL;
		m_D3DDevImmContext->PSGetShader(&m_PSShader, m_PSClassInstances, &m_PSNumClassInstances);
		if (m_PSShader != NULL)
			m_PSShader->Release();
	}
	m_D3DDevImmContext->PSGetConstantBuffers(0, 1, &m_PSConstantBuffer);
	m_D3DDevImmContext->PSGetSamplers(0, 1, &m_PSSampler);
	m_D3DDevImmContext->PSGetShaderResources(0, 1, &m_PSShaderResourceView);

	m_VSShader = NULL;
	m_VSClassInstances = NULL;
	m_VSNumClassInstances = 0;
	m_D3DDevImmContext->VSGetShader(&m_VSShader, NULL, &m_VSNumClassInstances);
	if (m_VSNumClassInstances > 0)
	{
		m_VSClassInstances = new ID3D11ClassInstance*[m_VSNumClassInstances];
		for (UINT i = 0; i < m_VSNumClassInstances; i++)
			m_VSClassInstances[i] = NULL;
		m_D3DDevImmContext->VSGetShader(&m_VSShader, m_VSClassInstances, &m_VSNumClassInstances);
		if (m_VSShader != NULL)
			m_VSShader->Release();
	}
	m_D3DDevImmContext->VSGetConstantBuffers(0, 1, &m_VSConstantBuffer);

	// Save Input-Assembler states
	m_D3DDevImmContext->IAGetIndexBuffer(&m_IAIndexBuffer, &m_IAIndexBufferFormat, &m_IAIndexBufferOffset);
	m_D3DDevImmContext->IAGetInputLayout(&m_IAInputLayout);
	m_D3DDevImmContext->IAGetPrimitiveTopology(&m_IATopology);
	m_D3DDevImmContext->IAGetVertexBuffers(0, 1, &m_IAVertexBuffer, &m_IAVertexBufferStride, &m_IAVertexBufferOffset);

	// Save Ouput-Merger states
	m_D3DDevImmContext->OMGetBlendState(&m_OMBlendState, m_OMBlendFactor, &m_OMSampleMask);
	m_D3DDevImmContext->OMGetDepthStencilState(&m_OMDepthStencilState, &m_OMStencilRef);

	// Save Rasterizer states
	m_D3DDevImmContext->RSGetScissorRects(&m_RSScissorNumRects, NULL);
	if (m_RSScissorNumRects > 0)
		m_D3DDevImmContext->RSGetScissorRects(&m_RSScissorNumRects, m_RSScissorRects);
	m_D3DDevImmContext->RSGetViewports(&m_RSNumViewports, NULL);
	if (m_RSNumViewports > 0)
		m_D3DDevImmContext->RSGetViewports(&m_RSNumViewports, m_RSViewports);
	m_D3DDevImmContext->RSGetState(&m_RSRasterizerState);
}

void CState11::Restore()
{
	// Restore shaders
	m_D3DDevImmContext->CSSetShader(m_CSShader, m_CSClassInstances, m_CSNumClassInstances);
	m_D3DDevImmContext->DSSetShader(m_DSShader, m_DSClassInstances, m_DSNumClassInstances);
	m_D3DDevImmContext->GSSetShader(m_GSShader, m_GSClassInstances, m_GSNumClassInstances);
	m_D3DDevImmContext->HSSetShader(m_HSShader, m_HSClassInstances, m_HSNumClassInstances);
	m_D3DDevImmContext->PSSetShader(m_PSShader, m_PSClassInstances, m_PSNumClassInstances);
	m_D3DDevImmContext->PSSetConstantBuffers(0, 1, &m_PSConstantBuffer);
	m_D3DDevImmContext->PSSetSamplers(0, 1, &m_PSSampler);
	m_D3DDevImmContext->PSSetShaderResources(0, 1, &m_PSShaderResourceView);
	m_D3DDevImmContext->VSSetShader(m_VSShader, m_VSClassInstances, m_VSNumClassInstances);
	m_D3DDevImmContext->VSSetConstantBuffers(0, 1, &m_VSConstantBuffer);

	// Restore Input-Assembler
	m_D3DDevImmContext->IASetIndexBuffer(m_IAIndexBuffer, m_IAIndexBufferFormat, m_IAIndexBufferOffset);
	m_D3DDevImmContext->IASetInputLayout(m_IAInputLayout);
	m_D3DDevImmContext->IASetPrimitiveTopology(m_IATopology);
	m_D3DDevImmContext->IASetVertexBuffers(0, 1, &m_IAVertexBuffer, &m_IAVertexBufferStride, &m_IAVertexBufferOffset);

	// Restore Ouput-Merger
	m_D3DDevImmContext->OMSetBlendState(m_OMBlendState, m_OMBlendFactor, m_OMSampleMask);
	m_D3DDevImmContext->OMSetDepthStencilState(m_OMDepthStencilState, m_OMStencilRef);

	// Restore Rasterizer states
	m_D3DDevImmContext->RSSetScissorRects(m_RSScissorNumRects, m_RSScissorRects);
	m_D3DDevImmContext->RSSetViewports(m_RSNumViewports, m_RSViewports);
	m_D3DDevImmContext->RSSetState(m_RSRasterizerState);
}

void CState11::Release()
{
	// Release stored shaders

	if (m_CSClassInstances != NULL)
	{
		for (UINT i = 0; i < m_CSNumClassInstances; i++)
			if (m_CSClassInstances[i] != NULL)
				m_CSClassInstances[i]->Release();
		delete[] m_CSClassInstances;
		m_CSClassInstances = NULL;
		m_CSNumClassInstances = 0;
	}
	if (m_CSShader != NULL)
	{
		m_CSShader->Release();
		m_CSShader = NULL;
	}

	if (m_DSClassInstances != NULL)
	{
		for (UINT i = 0; i < m_DSNumClassInstances; i++)
			if (m_DSClassInstances[i] != NULL)
				m_DSClassInstances[i]->Release();
		delete[] m_DSClassInstances;
		m_DSClassInstances = NULL;
		m_DSNumClassInstances = 0;
	}
	if (m_DSShader != NULL)
	{
		m_DSShader->Release();
		m_DSShader = NULL;
	}

	if (m_GSClassInstances != NULL)
	{
		for (UINT i = 0; i < m_GSNumClassInstances; i++)
			if (m_GSClassInstances[i] != NULL)
				m_GSClassInstances[i]->Release();
		delete[] m_GSClassInstances;
		m_GSClassInstances = NULL;
		m_GSNumClassInstances = 0;
	}
	if (m_GSShader != NULL)
	{
		m_GSShader->Release();
		m_GSShader = NULL;
	}

	if (m_HSClassInstances != NULL)
	{
		for (UINT i = 0; i < m_HSNumClassInstances; i++)
			if (m_HSClassInstances[i] != NULL)
				m_HSClassInstances[i]->Release();
		delete[] m_HSClassInstances;
		m_HSClassInstances = NULL;
		m_HSNumClassInstances = 0;
	}
	if (m_HSShader != NULL)
	{
		m_HSShader->Release();
		m_HSShader = NULL;
	}

	if (m_PSClassInstances != NULL)
	{
		for (UINT i = 0; i < m_PSNumClassInstances; i++)
			if (m_PSClassInstances[i] != NULL)
				m_PSClassInstances[i]->Release();
		delete[] m_PSClassInstances;
		m_PSClassInstances = NULL;
		m_PSNumClassInstances = 0;
	}
	if (m_PSShader != NULL)
	{
		m_PSShader->Release();
		m_PSShader = NULL;
	}
	if (m_PSConstantBuffer != NULL)
	{
		m_PSConstantBuffer->Release();
		m_PSConstantBuffer = NULL;
	}
	if (m_PSSampler != NULL)
	{
		m_PSSampler->Release();
		m_PSSampler = NULL;
	}
	if (m_PSShaderResourceView != NULL)
	{
		m_PSShaderResourceView->Release();
		m_PSShaderResourceView = NULL;
	}

	if (m_VSClassInstances != NULL)
	{
		for (UINT i = 0; i < m_VSNumClassInstances; i++)
			if (m_VSClassInstances[i] != NULL)
				m_VSClassInstances[i]->Release();
		delete[] m_VSClassInstances;
		m_VSClassInstances = NULL;
		m_VSNumClassInstances = 0;
	}
	if (m_VSShader != NULL)
	{
		m_VSShader->Release();
		m_VSShader = NULL;
	}
	if (m_VSConstantBuffer != NULL)
	{
		m_VSConstantBuffer->Release();
		m_VSConstantBuffer = NULL;
	}

	// Release Input-Assembler states
	if (m_IAIndexBuffer != NULL)
	{
		m_IAIndexBuffer->Release();
		m_IAIndexBuffer = NULL;
	}
	if (m_IAInputLayout != NULL)
	{
		m_IAInputLayout->Release();
		m_IAInputLayout = 0;
	}
	if (m_IAVertexBuffer != NULL)
	{
		m_IAVertexBuffer->Release();
		m_IAVertexBuffer = NULL;
	}

	// Release Output-Merger states
	if (m_OMBlendState != NULL)
	{
		m_OMBlendState->Release();
		m_OMBlendState = NULL;
	}
	if (m_OMDepthStencilState != NULL)
	{
		m_OMDepthStencilState->Release();
		m_OMDepthStencilState = NULL;
	}

	// Release Rasterizer state
	if (m_RSRasterizerState != 0)
	{
		m_RSRasterizerState->Release();
		m_RSRasterizerState = NULL;
	}
	m_RSNumViewports = 0;
	m_RSScissorNumRects = 0;
}

//	---------------------------------------------------------------------------

void* CTwGraphDirect3D11::DetectDevice(IUnknown* dev)
{
	ID3D11Device* result = NULL;
	static _GUID IID_ID3D11Device_local = {
			0xdb6f6ddb, 0xac77, 0x4e88,{ 0x82, 0x53, 0x81, 0x9d, 0xf9, 0xbb, 0xf1, 0x40 } };
	dev->QueryInterface(IID_ID3D11Device_local, (void**)&result);
	return result;
}

CTwGraphDirect3D11::CTwGraphDirect3D11(void* _D3DDevice)
{
	m_D3DDev = static_cast<ID3D11Device *>(_D3DDevice);
	m_D3DDevInitialRefCount = m_D3DDev->AddRef() - 1;
	m_D3DDev->GetImmediateContext(&m_D3DDevImmContext);

	m_Drawing = false;
	m_OffsetX = m_OffsetY = 0;
	m_ViewportInit = new D3D11_VIEWPORT;
	m_FontTex = NULL;
	m_FontD3DTex = NULL;
	m_FontD3DTexRV = NULL;
	m_WndWidth = 0;
	m_WndHeight = 0;
	m_State = NULL;
	m_DepthStencilState = NULL;
	m_BlendState = NULL;
	m_RasterState = NULL;
	m_RasterStateAntialiased = NULL;
	m_RasterStateMultisample = NULL;
	m_RasterStateCullCW = NULL;
	m_RasterStateCullCCW = NULL;
	m_LineRectVS = NULL;
	m_LineRectCstColorVS = NULL;
	m_LineRectPS = NULL;
	m_LineRectVertexLayout = NULL;
	m_TextVS = NULL;
	m_TextCstColorVS = NULL;
	m_TextPS = NULL;
	m_TextVertexLayout = NULL;
	m_LineVertexBuffer = NULL;
	m_RectVertexBuffer = NULL;
	m_TrianglesVertexBuffer = NULL;
	m_TrianglesVertexBufferCount = 0;
	m_ConstantBuffer = NULL;
	m_SamplerState = NULL;
}

//	---------------------------------------------------------------------------

int CTwGraphDirect3D11::Init()
{
	// Allocate state object
	m_State = new CState11(m_D3DDev, m_D3DDevImmContext);

	// Disable client shaders
	m_D3DDevImmContext->CSSetShader(NULL, NULL, 0);
	m_D3DDevImmContext->DSSetShader(NULL, NULL, 0);
	m_D3DDevImmContext->GSSetShader(NULL, NULL, 0);
	m_D3DDevImmContext->HSSetShader(NULL, NULL, 0);
	m_D3DDevImmContext->PSSetShader(NULL, NULL, 0);
	m_D3DDevImmContext->VSSetShader(NULL, NULL, 0);

	// Create shaders
	HRESULT hr = m_D3DDev->CreateVertexShader(g_LineRectVS, sizeof(g_LineRectVS), NULL, &m_LineRectVS);
	if( FAILED(hr) )
	{
		g_ErrorState = g_ErrCreateVS11;
		return 0;
	}
	hr = m_D3DDev->CreateVertexShader(g_LineRectCstColorVS, sizeof(g_LineRectCstColorVS), NULL, &m_LineRectCstColorVS);
	if( FAILED(hr) )
	{
		g_ErrorState = g_ErrCreateVS11;
		return 0;
	}
	hr = m_D3DDev->CreatePixelShader(g_LineRectPS, sizeof(g_LineRectPS), NULL, &m_LineRectPS);
	if( FAILED(hr) )
	{
		g_ErrorState = g_ErrCreatePS11;
		return 0;
	}
	hr = m_D3DDev->CreateVertexShader(g_TextVS, sizeof(g_TextVS), NULL, &m_TextVS);
	if( FAILED(hr) )
	{
		g_ErrorState = g_ErrCreateVS11;
		return 0;
	}
	hr = m_D3DDev->CreateVertexShader(g_TextCstColorVS, sizeof(g_TextCstColorVS), NULL, &m_TextCstColorVS);
	if( FAILED(hr) )
	{
		g_ErrorState = g_ErrCreateVS11;
		return 0;
	}
	hr = m_D3DDev->CreatePixelShader(g_TextPS, sizeof(g_TextPS), NULL, &m_TextPS);
	if( FAILED(hr) )
	{
		g_ErrorState = g_ErrCreatePS11;
		return 0;
	}

	// Create input layout for lines & rect
	D3D11_INPUT_ELEMENT_DESC lineRectLayout[] =
	{
		{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
		{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, offsetof(CLineRectVtx, m_Color), D3D11_INPUT_PER_VERTEX_DATA, 0 }
	};
	hr = m_D3DDev->CreateInputLayout(lineRectLayout, sizeof(lineRectLayout)/sizeof(lineRectLayout[0]), g_LineRectVS, sizeof(g_LineRectVS), &m_LineRectVertexLayout);
	if( FAILED(hr) )
	{
		g_ErrorState = g_ErrCreateLayout11;
		return 0;
	}

	// Create line vertex buffer
	D3D11_BUFFER_DESC bd;
	bd.Usage = D3D11_USAGE_DYNAMIC;
	bd.ByteWidth = 2 * sizeof(CLineRectVtx);
	bd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
	bd.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
	bd.MiscFlags = 0;
	bd.StructureByteStride = 0;
	hr = m_D3DDev->CreateBuffer(&bd, NULL, &m_LineVertexBuffer);
	if( FAILED(hr) )
	{
		g_ErrorState = g_ErrCreateBuffer11;
		return 0;
	}

	// Create rect vertex buffer
	bd.ByteWidth = 4 * sizeof(CLineRectVtx);
	hr = m_D3DDev->CreateBuffer(&bd, NULL, &m_RectVertexBuffer);
	if( FAILED(hr) )
	{
		g_ErrorState = g_ErrCreateBuffer11;
		return 0;
	}

	// Create constant buffer
	bd.ByteWidth = sizeof(CConstants);
	bd.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
	hr = m_D3DDev->CreateBuffer(&bd, NULL, &m_ConstantBuffer);
	if( FAILED(hr) )
	{
		g_ErrorState = g_ErrCreateBuffer11;
		return 0;
	}

	// Create sampler
	D3D11_SAMPLER_DESC sd;
	sd.AddressU = sd.AddressV = sd.AddressW = D3D11_TEXTURE_ADDRESS_BORDER;
	sd.BorderColor[0] = sd.BorderColor[1] = sd.BorderColor[2] = sd.BorderColor[3] = 0;
	sd.ComparisonFunc = D3D11_COMPARISON_NEVER;
	sd.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
	sd.MaxAnisotropy = 1;
	sd.MaxLOD = sd.MinLOD = 0;
	sd.MipLODBias = 0;
	hr = m_D3DDev->CreateSamplerState(&sd, &m_SamplerState);
	if( FAILED(hr) )
	{
		g_ErrorState = g_ErrCreateSampler11;
		return 0;
	}

	// Create input layout for text
	D3D11_INPUT_ELEMENT_DESC textLayout[] =
	{
		{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
		{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, offsetof(CTextVtx, m_Color), D3D11_INPUT_PER_VERTEX_DATA, 0 },
		{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, offsetof(CTextVtx, m_UV), D3D11_INPUT_PER_VERTEX_DATA, 0 }
	};
	hr = m_D3DDev->CreateInputLayout(textLayout, sizeof(textLayout)/sizeof(textLayout[0]), g_TextVS, sizeof(g_TextVS), &m_TextVertexLayout);
	if( FAILED(hr) )
	{
		g_ErrorState = g_ErrCreateLayout11;
		return 0;
	}

	// Create depth stencil state object
	D3D11_DEPTH_STENCILOP_DESC od;
	od.StencilFunc = D3D11_COMPARISON_ALWAYS;
	od.StencilFailOp = D3D11_STENCIL_OP_KEEP;
	od.StencilPassOp = D3D11_STENCIL_OP_KEEP;
	od.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP;
	D3D11_DEPTH_STENCIL_DESC dsd;
	dsd.DepthEnable = FALSE;
	dsd.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO;
	dsd.DepthFunc = D3D11_COMPARISON_ALWAYS;
	dsd.StencilEnable = FALSE;
	dsd.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK;
	dsd.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK;
	dsd.FrontFace = od;
	dsd.BackFace = od;
	m_D3DDev->CreateDepthStencilState(&dsd, &m_DepthStencilState);

	// Create blend state object
	D3D11_BLEND_DESC bsd;
	bsd.AlphaToCoverageEnable = FALSE;
	bsd.IndependentBlendEnable = FALSE;
	for(int i=0; i<8; ++i)
	{
		bsd.RenderTarget[i].BlendEnable = TRUE;
		bsd.RenderTarget[i].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
		bsd.RenderTarget[i].SrcBlend = D3D11_BLEND_SRC_ALPHA;
		bsd.RenderTarget[i].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
		bsd.RenderTarget[i].BlendOp =  D3D11_BLEND_OP_ADD;
		bsd.RenderTarget[i].SrcBlendAlpha = D3D11_BLEND_SRC_ALPHA;
		bsd.RenderTarget[i].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
		bsd.RenderTarget[i].BlendOpAlpha = D3D11_BLEND_OP_ADD;
	}
	m_D3DDev->CreateBlendState(&bsd, &m_BlendState);

	// Create rasterizer state object
	D3D11_RASTERIZER_DESC rd;
	rd.FillMode = D3D11_FILL_SOLID;
	rd.CullMode = D3D11_CULL_NONE;
	rd.FrontCounterClockwise = true;
	rd.DepthBias = false;
	rd.DepthBiasClamp = 0;
	rd.SlopeScaledDepthBias = 0;
	rd.DepthClipEnable = false;
	rd.ScissorEnable = true;
	rd.MultisampleEnable = false; // do not allow msaa (fonts would be degraded)
	rd.AntialiasedLineEnable = false;
	m_D3DDev->CreateRasterizerState(&rd, &m_RasterState);

	rd.AntialiasedLineEnable = true;
	m_D3DDev->CreateRasterizerState(&rd, &m_RasterStateAntialiased);
	rd.AntialiasedLineEnable = false;

	// the three following raster states allow msaa
	rd.MultisampleEnable = true;
	m_D3DDev->CreateRasterizerState(&rd, &m_RasterStateMultisample);

	rd.CullMode = D3D11_CULL_BACK;
	m_D3DDev->CreateRasterizerState(&rd, &m_RasterStateCullCW);

	rd.CullMode = D3D11_CULL_FRONT;
	m_D3DDev->CreateRasterizerState(&rd, &m_RasterStateCullCCW);

	return 1;
}

//	---------------------------------------------------------------------------

int CTwGraphDirect3D11::Shut()
{
	assert(m_Drawing==false);

	UnbindFont(m_D3DDev, m_FontD3DTex, m_FontD3DTexRV);
	m_FontD3DTex = NULL;
	m_FontD3DTexRV = NULL;
	if( m_State )
	{
		delete m_State;
		m_State = NULL;
	}
	if( m_ViewportInit )
	{
		delete m_ViewportInit;
		m_ViewportInit = NULL;
	}

	if( m_DepthStencilState )
	{
		ULONG rc = m_DepthStencilState->Release();
		//assert( rc==0 ); // no assert: the client can use a similar (then shared) state
		(void)rc;
		m_DepthStencilState = NULL;
	}
	if( m_BlendState )
	{
		ULONG rc = m_BlendState->Release();
		//assert( rc==0 ); // no assert: the client can use a similar (then shared) state
		(void)rc;
		m_BlendState = NULL;
	}
	if( m_RasterState )
	{
		ULONG rc = m_RasterState->Release();
		//assert( rc==0 ); // no assert: the client can use a similar (then shared) state
		(void)rc;
		m_RasterState = NULL;
	}
	if( m_RasterStateAntialiased )
	{
		ULONG rc = m_RasterStateAntialiased->Release();
		//assert( rc==0 ); // no assert: the client can use a similar (then shared) state
		(void)rc;
		m_RasterStateAntialiased = NULL;
	}
	if( m_RasterStateMultisample )
	{
		ULONG rc = m_RasterStateMultisample->Release();
		//assert( rc==0 ); // no assert: the client can use a similar (then shared) state
		(void)rc;
		m_RasterStateMultisample = NULL;
	}
	if( m_RasterStateCullCW )
	{
		ULONG rc = m_RasterStateCullCW->Release();
		//assert( rc==0 ); // no assert: the client can use a similar (then shared) state
		(void)rc;
		m_RasterStateCullCW = NULL;
	}
	if( m_RasterStateCullCCW )
	{
		ULONG rc = m_RasterStateCullCCW->Release();
		//assert( rc==0 ); // no assert: the client can use a similar (then shared) state
		(void)rc;
		m_RasterStateCullCCW = NULL;
	}
	if( m_SamplerState )
	{
		ULONG rc = m_SamplerState->Release();
		//assert( rc==0 ); // no assert: the client can use a similar (then shared) state
		(void)rc;
		m_SamplerState = NULL;
	}

	if( m_LineRectVS )
	{
		ULONG rc = m_LineRectVS->Release();
		assert( rc==0 ); (void)rc;
		m_LineRectVS = NULL;
	}
	if( m_LineRectCstColorVS )
	{
		ULONG rc = m_LineRectCstColorVS->Release();
		assert( rc==0 ); (void)rc;
		m_LineRectCstColorVS = NULL;
	}
	if( m_LineRectPS )
	{
		ULONG rc = m_LineRectPS->Release();
		assert( rc==0 ); (void)rc;
		m_LineRectPS = NULL;
	}
	if( m_TextVS )
	{
		ULONG rc = m_TextVS->Release();
		assert( rc==0 ); (void)rc;
		m_TextVS = NULL;
	}
	if( m_TextCstColorVS )
	{
		ULONG rc = m_TextCstColorVS->Release();
		assert( rc==0 ); (void)rc;
		m_TextCstColorVS = NULL;
	}
	if( m_TextPS )
	{
		ULONG rc = m_TextPS->Release();
		assert( rc==0 ); (void)rc;
		m_TextPS = NULL;
	}
	if( m_LineVertexBuffer )
	{
		ULONG rc = m_LineVertexBuffer->Release();
		assert( rc==0 ); (void)rc;
		m_LineVertexBuffer = NULL;
	}
	if( m_RectVertexBuffer )
	{
		ULONG rc = m_RectVertexBuffer->Release();
		assert( rc==0 ); (void)rc;
		m_RectVertexBuffer = NULL;
	}
	if( m_TrianglesVertexBuffer )
	{
		ULONG rc = m_TrianglesVertexBuffer->Release();
		assert( rc==0 ); (void)rc;
		m_TrianglesVertexBuffer = NULL;
		m_TrianglesVertexBufferCount = 0;
	}
	if( m_ConstantBuffer )
	{
		ULONG rc = m_ConstantBuffer->Release();
		assert( rc==0 ); (void)rc;
		m_ConstantBuffer = NULL;
	}
	if( m_LineRectVertexLayout )
	{
		ULONG rc = m_LineRectVertexLayout->Release();
		assert( rc==0 ); (void)rc;
		m_LineRectVertexLayout = NULL;
	}
	if( m_TextVertexLayout )
	{
		ULONG rc = m_TextVertexLayout->Release();
		assert( rc==0 ); (void)rc;
		m_TextVertexLayout = NULL;
	}

	if( m_D3DDevImmContext )
	{
		m_D3DDevImmContext->Release();
		m_D3DDevImmContext = NULL;
	}

	if( m_D3DDev )
	{
		//unsigned int rc = m_D3DDev->Release();
		//assert( m_D3DDevInitialRefCount==rc ); (void)rc;
		m_D3DDev->Release();
		m_D3DDev = NULL;
	}

	return 1;
}

//	---------------------------------------------------------------------------

void CTwGraphDirect3D11::BeginDraw(int _WndWidth, int _WndHeight)
{
	assert(m_Drawing==false && _WndWidth>0 && _WndHeight>0);
	m_Drawing = true;

	m_WndWidth	= _WndWidth;
	m_WndHeight = _WndHeight;
	m_OffsetX = m_OffsetY = 0;

	// save client context state
	m_State->Save();

	// Setup the viewport
	D3D11_VIEWPORT vp;
	vp.Width = (FLOAT)_WndWidth;
	vp.Height = (FLOAT)_WndHeight;
	vp.MinDepth = 0.0f;
	vp.MaxDepth = 1.0f;
	vp.TopLeftX = 0;
	vp.TopLeftY = 0;
	m_D3DDevImmContext->RSSetViewports(1, &vp);
	*static_cast<D3D11_VIEWPORT *>(m_ViewportInit) = vp;

	m_ViewportAndScissorRects[0] = FullRect;
	m_ViewportAndScissorRects[1] = FullRect;
	m_D3DDevImmContext->RSSetScissorRects(1, m_ViewportAndScissorRects);

	m_D3DDevImmContext->RSSetState(m_RasterState);

	m_D3DDevImmContext->OMSetDepthStencilState(m_DepthStencilState, 0);
	float blendFactors[4] = { 1, 1, 1, 1 };
	m_D3DDevImmContext->OMSetBlendState(m_BlendState, blendFactors, 0xffffffff);

	m_D3DDevImmContext->CSSetShader(NULL, NULL, 0);
	m_D3DDevImmContext->DSSetShader(NULL, NULL, 0);
	m_D3DDevImmContext->GSSetShader(NULL, NULL, 0);
	m_D3DDevImmContext->HSSetShader(NULL, NULL, 0);
}

//	---------------------------------------------------------------------------

void CTwGraphDirect3D11::EndDraw()
{
	m_D3DDevImmContext->RSSetState(NULL);
	m_D3DDevImmContext->OMSetDepthStencilState(NULL, 0);
	m_D3DDevImmContext->OMSetBlendState(NULL, NULL, 0xffffffff);

	assert(m_Drawing==true);
	m_Drawing = false;

	// restore and release client context state
	m_State->Restore();
	m_State->Release();
}

//	---------------------------------------------------------------------------

bool CTwGraphDirect3D11::IsDrawing()
{
	return m_Drawing;
}

//	---------------------------------------------------------------------------

void CTwGraphDirect3D11::Restore()
{
	if( m_State )
		m_State->Release();

	UnbindFont(m_D3DDev, m_FontD3DTex, m_FontD3DTexRV);
	m_FontD3DTexRV = NULL;
	m_FontD3DTex = NULL;

	m_FontTex = NULL;
}

//	---------------------------------------------------------------------------

static inline float ToNormScreenX(int x, int wndWidth)
{
	return 2.0f*((float)x-0.5f)/wndWidth - 1.0f;
}

static inline float ToNormScreenY(int y, int wndHeight)
{
	return 1.0f - 2.0f*((float)y-0.5f)/wndHeight;
}

static inline color32 ToR8G8B8A8(color32 col)
{
	return (col & 0xff00ff00) | ((col>>16) & 0xff) | ((col<<16) & 0xff0000);
}

//	---------------------------------------------------------------------------

void CTwGraphDirect3D11::DrawLine(int _X0, int _Y0, int _X1, int _Y1, color32 _Color0, color32 _Color1, bool _AntiAliased)
{
	assert(m_Drawing==true);

	float x0 = ToNormScreenX(_X0 + m_OffsetX, m_WndWidth);
	float y0 = ToNormScreenY(_Y0 + m_OffsetY, m_WndHeight);
	float x1 = ToNormScreenX(_X1 + m_OffsetX, m_WndWidth);
	float y1 = ToNormScreenY(_Y1 + m_OffsetY, m_WndHeight);

	D3D11_MAPPED_SUBRESOURCE mappedResource;
	HRESULT hr = m_D3DDevImmContext->Map(m_LineVertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
	if( SUCCEEDED(hr) )
	{
		CLineRectVtx *vertices = (CLineRectVtx *)mappedResource.pData;
		// Fill vertex buffer
		vertices[0].m_Pos[0] = x0;
		vertices[0].m_Pos[1] = y0;
		vertices[0].m_Pos[2] = 0;
		vertices[0].m_Color = ToR8G8B8A8(_Color0);
		vertices[1].m_Pos[0] = x1;
		vertices[1].m_Pos[1] = y1;
		vertices[1].m_Pos[2] = 0;
		vertices[1].m_Color = ToR8G8B8A8(_Color1);

		m_D3DDevImmContext->Unmap(m_LineVertexBuffer, 0);

		if( _AntiAliased )
			m_D3DDevImmContext->RSSetState(m_RasterStateAntialiased);

		// Reset shader constants
		hr = m_D3DDevImmContext->Map(m_ConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
		if( SUCCEEDED(hr) )
		{
			CConstants *constants = (CConstants *)mappedResource.pData;
			constants->m_Offset[0] = 0;
			constants->m_Offset[1] = 0;
			constants->m_Offset[2] = 0;
			constants->m_Offset[3] = 0;
			constants->m_CstColor[0] = 1;
			constants->m_CstColor[1] = 1;
			constants->m_CstColor[2] = 1;
			constants->m_CstColor[3] = 1;

			m_D3DDevImmContext->Unmap(m_ConstantBuffer, 0);
		}

		// Set the input layout
		m_D3DDevImmContext->IASetInputLayout(m_LineRectVertexLayout);

		// Set vertex buffer
		UINT stride = sizeof(CLineRectVtx);
		UINT offset = 0;
		m_D3DDevImmContext->IASetVertexBuffers(0, 1, &m_LineVertexBuffer, &stride, &offset);

		// Set primitive topology
		m_D3DDevImmContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_LINELIST);

		// Render the line
		m_D3DDevImmContext->VSSetConstantBuffers(0, 1, &m_ConstantBuffer);
		m_D3DDevImmContext->VSSetShader(m_LineRectVS, NULL, 0);
		m_D3DDevImmContext->PSSetShader(m_LineRectPS, NULL, 0);
		m_D3DDevImmContext->Draw(2, 0);

		if( _AntiAliased )
			m_D3DDevImmContext->RSSetState(m_RasterState); // restore default raster state
	}
}

//	---------------------------------------------------------------------------

void CTwGraphDirect3D11::DrawRect(int _X0, int _Y0, int _X1, int _Y1, color32 _Color00, color32 _Color10, color32 _Color01, color32 _Color11)
{
	assert(m_Drawing==true);

	// border adjustment
	if(_X0<_X1)
		++_X1;
	else if(_X0>_X1)
		++_X0;
	if(_Y0<_Y1)
		++_Y1;
	else if(_Y0>_Y1)
		++_Y0;

	float x0 = ToNormScreenX(_X0 + m_OffsetX, m_WndWidth);
	float y0 = ToNormScreenY(_Y0 + m_OffsetY, m_WndHeight);
	float x1 = ToNormScreenX(_X1 + m_OffsetX, m_WndWidth);
	float y1 = ToNormScreenY(_Y1 + m_OffsetY, m_WndHeight);

	D3D11_MAPPED_SUBRESOURCE mappedResource;
	HRESULT hr = m_D3DDevImmContext->Map(m_RectVertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
	if( SUCCEEDED(hr) )
	{
		CLineRectVtx *vertices = (CLineRectVtx *)mappedResource.pData;
		// Fill vertex buffer
		vertices[0].m_Pos[0] = x0;
		vertices[0].m_Pos[1] = y0;
		vertices[0].m_Pos[2] = 0;
		vertices[0].m_Color = ToR8G8B8A8(_Color00);
		vertices[1].m_Pos[0] = x1;
		vertices[1].m_Pos[1] = y0;
		vertices[1].m_Pos[2] = 0;
		vertices[1].m_Color = ToR8G8B8A8(_Color10);
		vertices[2].m_Pos[0] = x0;
		vertices[2].m_Pos[1] = y1;
		vertices[2].m_Pos[2] = 0;
		vertices[2].m_Color = ToR8G8B8A8(_Color01);
		vertices[3].m_Pos[0] = x1;
		vertices[3].m_Pos[1] = y1;
		vertices[3].m_Pos[2] = 0;
		vertices[3].m_Color = ToR8G8B8A8(_Color11);

		m_D3DDevImmContext->Unmap(m_RectVertexBuffer, 0);

		// Reset shader constants
		hr = m_D3DDevImmContext->Map(m_ConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
		if( SUCCEEDED(hr) )
		{
			CConstants *constants = (CConstants *)mappedResource.pData;
			constants->m_Offset[0] = 0;
			constants->m_Offset[1] = 0;
			constants->m_Offset[2] = 0;
			constants->m_Offset[3] = 0;
			constants->m_CstColor[0] = 1;
			constants->m_CstColor[1] = 1;
			constants->m_CstColor[2] = 1;
			constants->m_CstColor[3] = 1;

			m_D3DDevImmContext->Unmap(m_ConstantBuffer, 0);
		}

		// Set the input layout
		m_D3DDevImmContext->IASetInputLayout(m_LineRectVertexLayout);

		// Set vertex buffer
		UINT stride = sizeof(CLineRectVtx);
		UINT offset = 0;
		m_D3DDevImmContext->IASetVertexBuffers(0, 1, &m_RectVertexBuffer, &stride, &offset);

		// Set primitive topology
		m_D3DDevImmContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);

		// Render the rect
		m_D3DDevImmContext->VSSetConstantBuffers(0, 1, &m_ConstantBuffer);
		m_D3DDevImmContext->VSSetShader(m_LineRectVS, NULL, 0);
		m_D3DDevImmContext->PSSetShader(m_LineRectPS, NULL, 0);
		m_D3DDevImmContext->Draw(4, 0);
	}
}

//	---------------------------------------------------------------------------

void *CTwGraphDirect3D11::NewTextObj()
{
	CTextObj *textObj = new CTextObj;
	memset(textObj, 0, sizeof(CTextObj));
	return textObj;
}

//	---------------------------------------------------------------------------

void CTwGraphDirect3D11::DeleteTextObj(void *_TextObj)
{
	assert(_TextObj!=NULL);
	CTextObj *textObj = static_cast<CTextObj *>(_TextObj);
	if( textObj->m_TextVertexBuffer )
		textObj->m_TextVertexBuffer->Release();
	if( textObj->m_BgVertexBuffer )
		textObj->m_BgVertexBuffer->Release();
	memset(textObj, 0, sizeof(CTextObj));
	delete textObj;
}

//	---------------------------------------------------------------------------

void CTwGraphDirect3D11::BuildText(void *_TextObj, const std::string *_TextLines, color32 *_LineColors, color32 *_LineBgColors, int _NbLines, const CTexFont *_Font, int _Sep, int _BgWidth)
{
	assert(m_Drawing==true);
	assert(_TextObj!=NULL);
	assert(_Font!=NULL);

	if( _Font != m_FontTex )
	{
		UnbindFont(m_D3DDev, m_FontD3DTex, m_FontD3DTexRV);
		BindFont(m_D3DDev, _Font, &m_FontD3DTex, &m_FontD3DTexRV);
		m_FontTex = _Font;
	}

	int nbTextVerts = 0;
	int line;
	for( line=0; line<_NbLines; ++line )
		nbTextVerts += 6 * (int)_TextLines[line].length();
	int nbBgVerts = 0;
	if( _BgWidth>0 )
		nbBgVerts = _NbLines*6;

	CTextObj *textObj = static_cast<CTextObj *>(_TextObj);
	textObj->m_LineColors = (_LineColors!=NULL);
	textObj->m_LineBgColors = (_LineBgColors!=NULL);

	// (re)create text vertex buffer if needed, and map it
	CTextVtx *textVerts = NULL;
	if( nbTextVerts>0 )
	{
		if( textObj->m_TextVertexBuffer==NULL || textObj->m_TextVertexBufferSize<nbTextVerts )
		{
			if( textObj->m_TextVertexBuffer!=NULL )
			{
				ULONG rc = textObj->m_TextVertexBuffer->Release();
				assert( rc==0 ); (void)rc;
				textObj->m_TextVertexBuffer = NULL;
			}
			textObj->m_TextVertexBufferSize = nbTextVerts + 6*256; // add a reserve of 256 characters
			D3D11_BUFFER_DESC bd;
			bd.Usage = D3D11_USAGE_DYNAMIC;
			bd.ByteWidth = textObj->m_TextVertexBufferSize * sizeof(CTextVtx);
			bd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
			bd.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
			bd.MiscFlags = 0;
			bd.StructureByteStride = 0;
			m_D3DDev->CreateBuffer(&bd, NULL, &textObj->m_TextVertexBuffer);
		}

		if( textObj->m_TextVertexBuffer!=NULL )
		{
			D3D11_MAPPED_SUBRESOURCE mappedResource;
			m_D3DDevImmContext->Map(textObj->m_TextVertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
			textVerts = (CTextVtx *)mappedResource.pData;
		}
	}

	// (re)create bg vertex buffer if needed, and map it
	CLineRectVtx *bgVerts = NULL;
	if( nbBgVerts>0 )
	{
		if( textObj->m_BgVertexBuffer==NULL || textObj->m_BgVertexBufferSize<nbBgVerts )
		{
			if( textObj->m_BgVertexBuffer!=NULL )
			{
				ULONG rc = textObj->m_BgVertexBuffer->Release();
				assert( rc==0 ); (void)rc;
				textObj->m_BgVertexBuffer = NULL;
			}
			textObj->m_BgVertexBufferSize = nbBgVerts + 6*32; // add a reserve of 32 rects
			D3D11_BUFFER_DESC bd;
			bd.Usage = D3D11_USAGE_DYNAMIC;
			bd.ByteWidth = textObj->m_BgVertexBufferSize * sizeof(CLineRectVtx);
			bd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
			bd.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
			bd.MiscFlags = 0;
			bd.StructureByteStride = 0;
			m_D3DDev->CreateBuffer(&bd, NULL, &textObj->m_BgVertexBuffer);
		}

		if( textObj->m_BgVertexBuffer!=NULL )
		{
			D3D11_MAPPED_SUBRESOURCE mappedResource;
			m_D3DDevImmContext->Map(textObj->m_BgVertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
			bgVerts = (CLineRectVtx *)mappedResource.pData;
		}
	}

	int x, x1, y, y1, i, len;
	float px, px1, py, py1;
	unsigned char ch;
	const unsigned char *text;
	color32 lineColor = COLOR32_RED;
	CTextVtx vtx;
	vtx.m_Pos[2] = 0;
	CLineRectVtx bgVtx;
	bgVtx.m_Pos[2] = 0;
	int textVtxIndex = 0;
	int bgVtxIndex = 0;
	for( line=0; line<_NbLines; ++line )
	{
		x = 0;
		y = line * (_Font->m_CharHeight+_Sep);
		y1 = y+_Font->m_CharHeight;
		len = (int)_TextLines[line].length();
		text = (const unsigned char *)(_TextLines[line].c_str());
		if( _LineColors!=NULL )
			lineColor = ToR8G8B8A8(_LineColors[line]);

		if( textVerts!=NULL )
			for( i=0; i<len; ++i )
			{
				ch = text[i];
				x1 = x + _Font->m_CharWidth[ch];

				px	= ToNormScreenX(x,	m_WndWidth);
				py	= ToNormScreenY(y,	m_WndHeight);
				px1 = ToNormScreenX(x1, m_WndWidth);
				py1 = ToNormScreenY(y1, m_WndHeight);

				vtx.m_Color  = lineColor;

				vtx.m_Pos[0] = px;
				vtx.m_Pos[1] = py;
				vtx.m_UV [0] = _Font->m_CharU0[ch];
				vtx.m_UV [1] = _Font->m_CharV0[ch];
				textVerts[textVtxIndex++] = vtx;

				vtx.m_Pos[0] = px1;
				vtx.m_Pos[1] = py;
				vtx.m_UV [0] = _Font->m_CharU1[ch];
				vtx.m_UV [1] = _Font->m_CharV0[ch];
				textVerts[textVtxIndex++] = vtx;

				vtx.m_Pos[0] = px;
				vtx.m_Pos[1] = py1;
				vtx.m_UV [0] = _Font->m_CharU0[ch];
				vtx.m_UV [1] = _Font->m_CharV1[ch];
				textVerts[textVtxIndex++] = vtx;

				vtx.m_Pos[0] = px1;
				vtx.m_Pos[1] = py;
				vtx.m_UV [0] = _Font->m_CharU1[ch];
				vtx.m_UV [1] = _Font->m_CharV0[ch];
				textVerts[textVtxIndex++] = vtx;

				vtx.m_Pos[0] = px1;
				vtx.m_Pos[1] = py1;
				vtx.m_UV [0] = _Font->m_CharU1[ch];
				vtx.m_UV [1] = _Font->m_CharV1[ch];
				textVerts[textVtxIndex++] = vtx;

				vtx.m_Pos[0] = px;
				vtx.m_Pos[1] = py1;
				vtx.m_UV [0] = _Font->m_CharU0[ch];
				vtx.m_UV [1] = _Font->m_CharV1[ch];
				textVerts[textVtxIndex++] = vtx;

				x = x1;
			}

		if( _BgWidth>0 && bgVerts!=NULL )
		{
			if( _LineBgColors!=NULL )
				bgVtx.m_Color = ToR8G8B8A8(_LineBgColors[line]);
			else
				bgVtx.m_Color = ToR8G8B8A8(COLOR32_BLACK);

			px	= ToNormScreenX(-1, m_WndWidth);
			py	= ToNormScreenY(y,	m_WndHeight);
			px1 = ToNormScreenX(_BgWidth+1, m_WndWidth);
			py1 = ToNormScreenY(y1, m_WndHeight);

			bgVtx.m_Pos[0] = px;
			bgVtx.m_Pos[1] = py;
			bgVerts[bgVtxIndex++] = bgVtx;

			bgVtx.m_Pos[0] = px1;
			bgVtx.m_Pos[1] = py;
			bgVerts[bgVtxIndex++] = bgVtx;

			bgVtx.m_Pos[0] = px;
			bgVtx.m_Pos[1] = py1;
			bgVerts[bgVtxIndex++] = bgVtx;

			bgVtx.m_Pos[0] = px1;
			bgVtx.m_Pos[1] = py;
			bgVerts[bgVtxIndex++] = bgVtx;

			bgVtx.m_Pos[0] = px1;
			bgVtx.m_Pos[1] = py1;
			bgVerts[bgVtxIndex++] = bgVtx;

			bgVtx.m_Pos[0] = px;
			bgVtx.m_Pos[1] = py1;
			bgVerts[bgVtxIndex++] = bgVtx;
		}
	}
	assert( textVtxIndex==nbTextVerts );
	assert( bgVtxIndex==nbBgVerts );
	textObj->m_NbTextVerts = nbTextVerts;
	textObj->m_NbBgVerts = nbBgVerts;

	if( textVerts!=NULL )
		m_D3DDevImmContext->Unmap(textObj->m_TextVertexBuffer, 0);
	if( bgVerts!=NULL )
		m_D3DDevImmContext->Unmap(textObj->m_BgVertexBuffer, 0);
}

//	---------------------------------------------------------------------------

void CTwGraphDirect3D11::DrawText(void *_TextObj, int _X, int _Y, color32 _Color, color32 _BgColor)
{
	assert(m_Drawing==true);
	assert(_TextObj!=NULL);
	CTextObj *textObj = static_cast<CTextObj *>(_TextObj);
	float dx = 2.0f*(float)(_X + m_OffsetX)/m_WndWidth;
	float dy = -2.0f*(float)(_Y + m_OffsetY)/m_WndHeight;

	// Draw background
	if( textObj->m_NbBgVerts>=4 && textObj->m_BgVertexBuffer!=NULL )
	{
		// Set offset and constant color
		D3D11_MAPPED_SUBRESOURCE mappedResource;
		HRESULT hr = m_D3DDevImmContext->Map(m_ConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
		if( SUCCEEDED(hr) )
		{
			CConstants *constants = (CConstants *)mappedResource.pData;
			constants->m_Offset[0] = dx;
			constants->m_Offset[1] = dy;
			constants->m_Offset[2] = 0;
			constants->m_Offset[3] = 0;
			Color32ToARGBf(_BgColor, constants->m_CstColor+3, constants->m_CstColor+0, constants->m_CstColor+1, constants->m_CstColor+2);
			m_D3DDevImmContext->Unmap(m_ConstantBuffer, 0);
		}

		// Set the input layout
		m_D3DDevImmContext->IASetInputLayout(m_LineRectVertexLayout);

		// Set vertex buffer
		UINT stride = sizeof(CLineRectVtx);
		UINT offset = 0;
		m_D3DDevImmContext->IASetVertexBuffers(0, 1, &textObj->m_BgVertexBuffer, &stride, &offset);

		// Set primitive topology
		m_D3DDevImmContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);

		// Render the bg rectangles
		m_D3DDevImmContext->VSSetConstantBuffers(0, 1, &m_ConstantBuffer);
		if( _BgColor!=0 || !textObj->m_LineBgColors ) // use a constant bg color
			m_D3DDevImmContext->VSSetShader(m_LineRectCstColorVS, NULL, 0);
		else
			m_D3DDevImmContext->VSSetShader(m_LineRectVS, NULL, 0);
		m_D3DDevImmContext->PSSetSamplers(0, 1, &m_SamplerState);
		m_D3DDevImmContext->PSSetShader(m_LineRectPS, NULL, 0);
		m_D3DDevImmContext->Draw(textObj->m_NbBgVerts, 0);
	}

	// Draw text
	if( textObj->m_NbTextVerts>=4 && textObj->m_TextVertexBuffer!=NULL )
	{
		// Set offset and constant color
		D3D11_MAPPED_SUBRESOURCE mappedResource;
		HRESULT hr = m_D3DDevImmContext->Map(m_ConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
		if( SUCCEEDED(hr) )
		{
			CConstants *constants = (CConstants *)mappedResource.pData;
			constants->m_Offset[0] = dx;
			constants->m_Offset[1] = dy;
			constants->m_Offset[2] = 0;
			constants->m_Offset[3] = 0;
			Color32ToARGBf(_Color, constants->m_CstColor+3, constants->m_CstColor+0, constants->m_CstColor+1, constants->m_CstColor+2);
			m_D3DDevImmContext->Unmap(m_ConstantBuffer, 0);
		}

		// Set the input layout
		m_D3DDevImmContext->IASetInputLayout(m_TextVertexLayout);

		// Set vertex buffer
		UINT stride = sizeof(CTextVtx);
		UINT offset = 0;
		m_D3DDevImmContext->IASetVertexBuffers(0, 1, &textObj->m_TextVertexBuffer, &stride, &offset);

		// Set primitive topology
		m_D3DDevImmContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);

		// Render the text
		m_D3DDevImmContext->VSSetConstantBuffers(0, 1, &m_ConstantBuffer);
		if( _Color!=0 || !textObj->m_LineColors ) // use a constant color
			m_D3DDevImmContext->VSSetShader(m_TextCstColorVS, NULL, 0);
		else
			m_D3DDevImmContext->VSSetShader(m_TextVS, NULL, 0);
		m_D3DDevImmContext->PSSetShaderResources(0, 1, &m_FontD3DTexRV);
		m_D3DDevImmContext->PSSetSamplers(0, 1, &m_SamplerState);
		m_D3DDevImmContext->PSSetShader(m_TextPS, NULL, 0);
		m_D3DDevImmContext->Draw(textObj->m_NbTextVerts, 0);
	}
}

//	---------------------------------------------------------------------------

void CTwGraphDirect3D11::ChangeViewport(int _X0, int _Y0, int _Width, int _Height, int _OffsetX, int _OffsetY)
{
	if( _Width>0 && _Height>0 )
	{
		/* viewport changes screen coordinates, use scissor instead
		D3D11_VIEWPORT vp;
		vp.TopLeftX = _X0;
		vp.TopLeftY = _Y0;
		vp.Width = _Width;
		vp.Height = _Height;
		vp.MinDepth = 0;
		vp.MaxDepth = 1;
		m_D3DDev->RSSetViewports(1, &vp);
		*/

		m_ViewportAndScissorRects[0].left = _X0;
		m_ViewportAndScissorRects[0].right = _X0 + _Width - 1;
		m_ViewportAndScissorRects[0].top = _Y0;
		m_ViewportAndScissorRects[0].bottom = _Y0 + _Height - 1;
		if( RectIsFull(m_ViewportAndScissorRects[1]) )
			m_D3DDevImmContext->RSSetScissorRects(1, m_ViewportAndScissorRects); // viewport clipping only
		else
			m_D3DDevImmContext->RSSetScissorRects(2, m_ViewportAndScissorRects);

		m_OffsetX = _X0 + _OffsetX;
		m_OffsetY = _Y0 + _OffsetY;
	}
}

//	---------------------------------------------------------------------------

void CTwGraphDirect3D11::RestoreViewport()
{
	//m_D3DDevImmContext->RSSetViewports(1, static_cast<D3D11_VIEWPORT *>(m_ViewportInit));
	m_ViewportAndScissorRects[0] = FullRect;
	m_D3DDevImmContext->RSSetScissorRects(1, m_ViewportAndScissorRects+1); // scissor only

	m_OffsetX = m_OffsetY = 0;
}

//	---------------------------------------------------------------------------

void CTwGraphDirect3D11::SetScissor(int _X0, int _Y0, int _Width, int _Height)
{
	if( _Width>0 && _Height>0 )
	{
		m_ViewportAndScissorRects[1].left = _X0 - 2;
		m_ViewportAndScissorRects[1].right = _X0 + _Width - 3;
		m_ViewportAndScissorRects[1].top = _Y0 - 1;
		m_ViewportAndScissorRects[1].bottom = _Y0 + _Height - 1;
		if( RectIsFull(m_ViewportAndScissorRects[0]) )
			m_D3DDevImmContext->RSSetScissorRects(1, m_ViewportAndScissorRects+1); // no viewport clipping
		else
			m_D3DDevImmContext->RSSetScissorRects(2, m_ViewportAndScissorRects);
	}
	else
	{
		m_ViewportAndScissorRects[1] = FullRect;
		m_D3DDevImmContext->RSSetScissorRects(1, m_ViewportAndScissorRects); // apply viewport clipping only
	}
}

//	---------------------------------------------------------------------------

void CTwGraphDirect3D11::DrawTriangles(int _NumTriangles, int *_Vertices, color32 *_Colors, Cull _CullMode)
{
	assert(m_Drawing==true);

	if( _NumTriangles<=0 )
		return;

	if( m_TrianglesVertexBufferCount<3*_NumTriangles ) // force re-creation
	{
		if( m_TrianglesVertexBuffer!=NULL )
			m_TrianglesVertexBuffer->Release();
		m_TrianglesVertexBuffer = NULL;
		m_TrianglesVertexBufferCount = 0;
	}

	// DrawTriangles uses LineRect layout and shaders

	if( m_TrianglesVertexBuffer==NULL )
	{
		// Create triangles vertex buffer
		D3D11_BUFFER_DESC bd;
		bd.Usage = D3D11_USAGE_DYNAMIC;
		bd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
		bd.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
		bd.MiscFlags = 0;
		bd.ByteWidth = 3*_NumTriangles * sizeof(CLineRectVtx);
		bd.StructureByteStride = 0;
		HRESULT hr = m_D3DDev->CreateBuffer(&bd, NULL, &m_TrianglesVertexBuffer);
		if( SUCCEEDED(hr) )
			m_TrianglesVertexBufferCount = 3*_NumTriangles;
		else
		{
			m_TrianglesVertexBuffer = NULL;
			m_TrianglesVertexBufferCount = 0;
			return; // Problem: cannot create triangles VB
		}
	}
	assert( m_TrianglesVertexBufferCount>=3*_NumTriangles );
	assert( m_TrianglesVertexBuffer!=NULL );

	D3D11_MAPPED_SUBRESOURCE mappedResource;
	HRESULT hr = m_D3DDevImmContext->Map(m_TrianglesVertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
	if( SUCCEEDED(hr) )
	{
		CLineRectVtx *vertices = (CLineRectVtx *)mappedResource.pData;
		// Fill vertex buffer
		for( int i=0; i<3*_NumTriangles; ++ i )
		{
			vertices[i].m_Pos[0] = ToNormScreenX(_Vertices[2*i+0] + m_OffsetX, m_WndWidth);
			vertices[i].m_Pos[1] = ToNormScreenY(_Vertices[2*i+1] + m_OffsetY, m_WndHeight);
			vertices[i].m_Pos[2] = 0;
			vertices[i].m_Color = ToR8G8B8A8(_Colors[i]);
		}
		m_D3DDevImmContext->Unmap(m_TrianglesVertexBuffer, 0);

		// Reset shader constants
		hr = m_D3DDevImmContext->Map(m_ConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
		if( SUCCEEDED(hr) )
		{
			CConstants *constants = (CConstants *)mappedResource.pData;
			constants->m_Offset[0] = 0;
			constants->m_Offset[1] = 0;
			constants->m_Offset[2] = 0;
			constants->m_Offset[3] = 0;
			constants->m_CstColor[0] = 1;
			constants->m_CstColor[1] = 1;
			constants->m_CstColor[2] = 1;
			constants->m_CstColor[3] = 1;
			m_D3DDevImmContext->Unmap(m_ConstantBuffer, 0);
		}

		// Set the input layout
		m_D3DDevImmContext->IASetInputLayout(m_LineRectVertexLayout);

		// Set vertex buffer
		UINT stride = sizeof(CLineRectVtx);
		UINT offset = 0;
		m_D3DDevImmContext->IASetVertexBuffers(0, 1, &m_TrianglesVertexBuffer, &stride, &offset);

		// Set primitive topology
		m_D3DDevImmContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);

		if( _CullMode==CULL_CW )
			m_D3DDevImmContext->RSSetState(m_RasterStateCullCW);
		else if( _CullMode==CULL_CCW )
			m_D3DDevImmContext->RSSetState(m_RasterStateCullCCW);
		else
			m_D3DDevImmContext->RSSetState(m_RasterStateMultisample);

		// Render the triangles
		m_D3DDevImmContext->VSSetConstantBuffers(0, 1, &m_ConstantBuffer);
		m_D3DDevImmContext->VSSetShader(m_LineRectVS, NULL, 0);
		m_D3DDevImmContext->PSSetShader(m_LineRectPS, NULL, 0);
		m_D3DDevImmContext->Draw(3*_NumTriangles, 0);

		m_D3DDevImmContext->RSSetState(m_RasterState); // restore default raster state
	}
}

//	---------------------------------------------------------------------------
}
#endif // !defined ANT_TW_NO_D3D11
